The Vanguard is the Soldier who plants flag and dares the enemy to come through. Where Commandos move and Marksmen pick targets from across the field, Vanguards hold the choke point, anchor the line, and absorb whatever the encounter throws at the party.
Quick read: The front-line Soldier. Heavy armor, hold-the-line traits, anchors the team. Think Captain Rex in clone armor, Andor in a Rebel firefight.
What you do at the table
Vanguards stand between the party and the threat. Your sheet emphasizes heavy armor proficiency (highest AC of any non-Force class), traits that punish enemies for moving past you, and reaction-based defenses that protect adjacent allies. You're not the fastest mover or the highest damage dealer — you're the wall that buys the rest of the party time.
Vanguards work especially well in cramped tactical maps (corridors, doorways, bridges) where positioning matters and a single unmovable defender shapes the whole encounter.
Sibling differentiation
- vs. Commando — Vanguards plant; Commandos move. Same hit points, different roles.
- vs. Marksman — Vanguards in melee + close range; Marksmen at long range.
- vs. Jedi Guardian — Both are tanks. Guardians use a lightsaber and Force; Vanguards use heavy armor and squad coordination.
Build tips
STR primary (heavy melee, athletics, shoves). CON to 14+ (you're the HP wall). DEX is fine at 12 — your AC comes from heavy armor, not dexterity.
Common pitfalls
- Heavy armor caps your DEX bonus to AC. Putting DEX at 16 doesn't help your AC if you're in heavy armor — invest those points in CON or STR instead.
- Don't chase damage. Your value isn't kills; it's that the party's healer doesn't need to use a heal because you ate the hit.
- Watch your positioning before initiative is rolled. Vanguards win fights at the planning stage — be the first one through the doorway.